WIP as I go through. Posted here in case the IF changes, etc., are useful to others.

Old v2/v3 notes

Burster: Loss of HJ rolls limits flexibility – pretty much a one- or two-trick pony. Everything Burns change is good. Fiery Aura nerfs are good, although the damage field reduction combined with the general nerf to melee damage makes it even less appealing than their ranged options. Firewalker nerf is interesting … probably a good thing, but makes them much more vulnerable to vehicle-scale energy weapons, which previously they had a good chance of withstanding. Then we get to Flame Bolt … which costs ISP now? And unless/until you get some Iconic Edges, is worse than an ion rifle? Next.

Combat Cyborg: Generally good with the changes. Loss of HJ and loss of skill chips means less flexibility/potential for variation, and overall nerf to melee makes that less appealing, but tougher, and starting equipment makes them capable of engaging in MD combat and surviving against anything but RA.

Crazy: Significant loss of flexibility with HJ roll nerf. Massive loss of flexibility, defense and offense due to power list changes. Gained Nerves of Steel, which is meh. Nerf to Gun Nut (only works with pistols now) restricts Losing it to pistols and melee (also nerfed), which limits damage potential (compounded by loss of Smite). Loss of defensive powers means that, other than minor stat boosts and healing ability, they’re combat ability is equipment-dependent, and they can’t access cybernetics or powers to improve it (and lack the HJ rolls to try to fill that void with TW items).

Cyber-Knight: Hello god-tier. Loss of flexibility with HJ nerf but … who cares. Lost some interesting power options like barrier, bolt, havoc, pummel that allowed for more of a “Jedi master” concept, but kept all the important combat powers: boost trait, deflection, protection, smite, speed, most of which are free-action casts with minimal cost. On top of that, while most other melee options were nerfed, psi-sword AP was buffed and Iconic edges were kept the same or improved, giving the CK unparalleled melee damage potential.

Dragon: Minor nerfs to melee damage, in line with weapon nerfs. Fire Breath buffed – now a better Burster than the Burster. Free Detect Arcana. Extra Immunities and an extra Wound. Overall, a bit better than before (and comparatively much better, considering the loss of HJ rolls and other nerfs to most other IFs).

Glitter Boy: Loss of flexibility w/HJ nerf, but who cares? That GB armor got buffety-buff-buffed. Loss of MBT on the Boom gun is negligible. Got some free skills and can now use psionics in the GB, although nerfs to the AB: Psionics power list make that generally less useful than going the cybernetics route.

Juicer: Loss of HJ rolls means you’re a combat dude and not much else. New Burn mechanics are good – useful, tempting, but not OP. No longer punished for showing up to the session, which is great. Iconic edges are less powerful (ie. Split the Seconds and changes to the action economy), so you can instead use some edges to grab better gear. Pretty gear-dependent for damage-dealing, and melee isn’t very competitive, but there are some good ranged options.

Ley Line Walker: Standard loss of HJ/variability. Changes to AB: Magic make them vulnerable to disruption/negation, and the (very good) changes to Ley Lines remove the crazy nova potential from before. Those nerfs are easily offset by now gaining Rapid Recharge and 50-100 percent benefit from the Power Points and New Powers edges.

MARS: Compared to other IFs that lost 2-3 HJ rolls, MARS loses 2 F&G rolls, which are worth twice as much, for a loss of 8 Build Points rather than 4-6. Some packages (Body Fixer, City Rat, Headhunter, Merc Soldier, Rogue Scholar, Vagabond, Wilderness Scout) saw minor improvements, in the 2-4 BP range, to offset that, but others were made worse (Operator lost vehicle weapons; PCO lost the extra F&G roll; Psi-Operator’s power list got nerfed; PA and Robot Vehicle Aces are probably a wash (the free skills weren’t needed before). F&G table tweaked strangely – 1) now says “A Mighty Weapon or Armor” but offers only a weapon – and is equal to 1 Edge, instead of 2 like other results; 2) now only gives 1 armor mod instead of 2.

Mind Melters: Hey, these guys aren’t worthless anymore! Only lost 2 HJ rolls, less than most others, have a fantastic power list (especially considering how the core psionic list was neutered), alter aura is cool, more ISP and they reroll all psionic rolls. Top tier, especially considering the losses suffered by other IFs.

Mystic: Loses 3 HJ rolls, feels bad man. Maintains great power list, special trappings nerfed. Loses a Miracles power, a die type of Faith, starting PPE counts as having the Power Points edge (so they can’t take it again at Novice). Now subject to disruption/negation of powers due to changes to AB: Miracles. Overall reduction in power (4-5 build points? on top of HJ loss.

Techno-Wizard: Loses 3 HJ rolls, see above. Lose a die-type of their arcane skill. Massive nerf to Machine Maestro, which no longer applies to Fighting, Shooting or arcane skill rolls.

Altaran: “Altarain” (All-Terrain, really?) needs to be fixed. It would be useful to know how Blind interacts with scopes, Multi-Optics helmets, PA and Robot controls, etc. Penalty to Smarts replaced with penalty to Common Knowledge, gain AB: Psionics and minor penalty to Healing.

Lyn-Srial: Gained moderate penalty to Healing, Non-Standard Build got much worse, -2 now applies to weapons and equipment, pays triple for armor, and pays double for equipment and food.

Psi-Stalker: Gains Fleet-Footed edge from Fast ability instead of just the Pace and Running boost (which would stack with Fleet-Footed). Why is this different from the Fast that Quick-Flex get (or Fast from SWADE)? Psychic Vampire is less of a hindrance now (can feed at range).

Humans and “ordinary” characters punished
Human Edge needs to get Born a Human
Melee nerfed … except for the CK, who was buffed.
Power lists nerfed …

Filthy Rich allowing PA/RA is awful … Borg in Power Armor, Juicer in Power Armor, CK in Power Armor …

Ranged Superiority: SWADE rearranged the action economy, mostly for the better, although high ROF weapons are now comparatively more powerful. The SR draft doubles down on that, nerfing melee damage (almost) across the board, buffing armor slightly, and making ranged weapons considerably more dangerous (damage/AP increases, but mostly the Mega-Damage/Gritty Damage rule). Exacerbates rocket tag.
Starting Gear changes: Good, including more cash at start.
AB changes/additions: Good.
Ley Line changes & Rituals: Good. The nova potential for PPE users under the old rules was pretty OP.

IFs:
Burster: No change
Combat Cyborg: Gains Nuclear Power Cell. Size notation tweaked.
Crazy: Adds disguise to power list, loses mind reading (which gets added for all psionics via Major Psionic now)
Cyber-Knight: No change (alas)
Dragon: No change
Glitter Boy: No change (but there's a reference to AB: Gifted in Closed Off that needs to be fixed, as Gifted doesn't use ISP anymore)
Juicer: No change
Ley Line Walker: Adds illusion and puppet to power list.
MARS: Gains a second Fortune & Glory roll (Yay!) and keeps the third Heroes Journey roll. PCO chooses both rolls. Power Armor Ace and Robot Vehicle Ace each get back a HJ roll. F&G table is not updated.
Mind Melter: No change
Mystic: No change (despite comments that they'd get Major Psionic and get access to Master Psionic)
Techno-Wizard: No change (alas)

Altara: No change
D'Norr: No change
Dog Boy: Gains Low-Light Vision, and a new negative trait, Oddly Built, that prohibits them from using Glitter Boys and some PA.
Fennodi: No change
Grackletooth: No change
Lyn-Srial: No change
Psi-Stalker: Fast is fixed to be the racial trait, not Flat-Footed edge.
Quick-Flex: No change
Simvan: The beast friend typo was fixed.
Trimadore: No change

I haven't gone through gear yet, but noticed on a quick skim that, in addition to Nuclear Power Cell being added to the cybernetics list, Load-Bearing Reinforcement was removed and the weight limit for Implanted Close Combat Weapons was increased, from 1 Strain per 5 lbs to 1 Strain per 25 lbs, which is a great change.

Ignoring starting gear, etc. that all start with. Will include HJ rolls (valued at 2 pts each, as they've most all been nerfed to a single Edge).
Using racial/SPC-style build points, where one ability point/edge/advance = 2 points.
Not charging an extra 2 pts for SPC abilities
* denotes subjective values, which I try to explain

PCO
Skills: 5 pts
Edges: 4 pts
Choose F&G: 4 pts (I think this is on the high side, but the ability to pick 2 is arguably equal to a third roll that you'd use to trade in something you didn't want. So I'll go with that. I still think they should get to choose HJ results, too.)
Extra Gear: 2 pts
TOTAL: 15 pts

POWER ARMOR ACE (Reflecting change so PA is NOT available via Filthy Rich)
Skills: 4 pts
Edges: 4 pts
Extra Gear: 1pt
Power Armor Suit (Assuming a Samson, since it's more or less middle of the pack. Expect a Predator would be a bit more, Grease Monkey a bit less. Applied a -1 Device limitation on a few abilities, since PA generally get to stay in their armor.)

ROBOT VEHICLE ACE
Skills: 4 pts
Edges: 4 pts
Lost HJ roll: -2 pts
Robot Vehicle (Assuming a Titan, since it's middle of the road and can be piloted by a 1. Applied a -2 Device limitation on most abilities, since RV operators often have to work outside their armor.)

Snag a Mountaineer via Rich as a base: 3 pts
+4 Armor/+5 Toughness: 5 pts (7, -2 Device)
Size +3: 1 pt (3 -2 for device)
Huge: -4* (Stab in the dark, but its a significant detriment against many foes)
Reduced Speed: -1 pts
Weapon Systems: 20 pts* (This is nuts to cost out. Per SPC2, the medium railgun comes out in the neighborhood of 25 pts, largely due to the AP, which is wasted against many targets. The other weapon systems and melee are all inferior options that could be covered by Switchable. I ended up just calling it 20 because it's comparable to a Boom Gun -- less juice individually, more versatility.)

TOTAL: 30 pts* (But with similar issues as the GB: The GM is often going to require you to adventure out of your RV, and when you do get to use it, expect extra tough opposition added just for you.) Alternatively, valuing the robot at an arbitrary-ish 10 pts (5 Edges) puts them at 16 pts, which is where some seem to argue they belong.

TECHNO-WIZARD
HJ Rolls x2: 4 pts
AB: Techno-Wizardry: 2 pts
+1 Power: 1 pt
d6 TW: 2 pts
Custom AB: -- (Just of note, since it's not standard. Robust power list -- pretty much everything the LLW/MM get except Illusion, Puppet and some telepathic powers -- free access to Mega mods, but no doubling of ISP/PPE. No verbal/somatic components like LLW but need tools. Can loan but also lose Gizmos. Overall seems equal, considering Quick Draw no longer needed).
Arcane Machinist: 11 pts (Invent 5 + On the Fly as others have used seems high, but I'll go with it; -1 limited to TW power list, -1 for limited uses/session. The other way to value it would be as a Switchable set of bonus Edges -- New Powers + Power Points x2 -- with limited use and rolls required to activate. I'd value that as around 8 pts total.)
Machine Maestro: 2pts (Half as effective as Telemechanics edge but doesn't require Mind Link to be active. The increased utility with enchanted/TW is negligible, as it specifically doesn't apply to creation)
Required Knowledge: 8 pts
Cybernetics: --
Device Dependent: -- (Assumed as part of AB, and not as much of an obstacle since Quick Draw no longer needed)
Enemies: -2
Gear-Head Geek: -1
Improved Starting Gear: -- (basically equivalent, and tool kit is required for the AB)
Item Creation: -- (Not valuing, as 1) TWs don't get access to Rituals or Meditation like other ABs; 2) It's extremely GM dependent, WRT time and money)
TOTAL = 27 points. (Shy of other casters. Versatile, but stretched thin WRT required skills and action economy.)

TOTAL = 19 pts. Pretty low. If AB: Gifted is changed and doesn’t give access to Mega modifiers, but EFs maintain that access, they go up 2 points. If they’re changed to AB: Miracles (which I personally think is more appropriate), but maybe let them ignore Power Activators … probably a wash. Not sure they need to be human-only, and could use some extra oomph: Summoning/binding, or “elemental vitality” (ie. stat boosts) or something to help with PP (either a larger pool or Rapid Recharge, maybe).

NEGA-PSYCHIC:
HJ Rolls x2: 4 pts
AB: Psionics: 2 pts
Restricted Power List: -2 (They lose 14 powers off the main psionic list, but get a few that are powerful and on theme)
Psionics d6: 2 pts
Major Psionic: 2 pts
Disrupt Magic: 5 pts (Gonna eye-ball this as roughly 2 Edges for an innate spell that can fire as if On Hold, similar to Imp First Strike, another point covers defaulting to Spirit to ignore the -2 for different traditions)
Greater Arcane Resistance: 10 pts (It's Arcane Resistance x4, and in some cases doesn't apply to your own casting)
Rapid Healing: 3 pts.
Rebellious Spirit: 4 pts
Beneficial Powers Resistance: (Handled above)
Cybernetics: (Not really any worse than standard for ABs)
Enemies: -1
Starting Gear: +1

TOTAL = 30. I think comparing them to other casters is appropriate, so they're just a touch low (and I'm open to arguments that I'm undervaluing Disrupt Magic or Greater Arcane Resistance). Maybe just add an Edge, or something that adds some sort of backlash (Vigor or be Shaken, lose a couple extra PP?) when a hostile caster tries and fails to affect them?

LORD MAGUS
Occult d8, Spellcasting d8: 6 pts (Interestingly, this breaks the unstated rule in TLPG v.3 that no one starts with more than d6 in "class" skills)
AB: Magic: 2 pts
Power Points + New Powers: 4 pts
Other Edges: 4 pts (Getting a head start on One with Magic kind of seems like the only reason to go this route vs. LLW, but I guess it's okay).
TOTAL: 16 pts